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Pancho

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About Pancho

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    Initiate

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  • Name
    Tom
  • Location
    Germany

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  1. Wheel speed (rpm)

    Thanks so much for you input! I guess the solver approach is pretty close to what I did in SI, just with a slightly different approach. But in summary, both methods add a certain angle each frame to an already existing angle. I wondered if there could by a method which integrates somehow a curve function (rpm/time) and spits out the according total angle without using a solver. While my current "project" will be totally fine with the way you suggest, there are for instance product shots in which I want the product to spin for a few times, then slow down to stop at a certain angle. Haven't found a really good solution for this kind of stuff, yet.
  2. Wheel speed (rpm)

    Wonder how to solve this. I need to spin a wheel. Well, parent it to a null, set keyframes for the angles on the null with certain degree values and it's spinning. But if I want to have something like an rpm control. Set it to 0 on frame 0 and add frame 240 it's already 400. How is this done? When I need to rotate stuff in SI I did come up with a wired number of nodes. Each node was incrementing the current angle at a point in the timeline. This way I could calculate on which frame the object would have which speed and which angle to the camera. But this was very complicated and I needed to use nodes like in an attribute vop. So, though spinning an object seems to be trivial, it isn't. Anybody some stuff to point out or any tips? Cheers Tom
  3. Realtime rendering in browser

    Hey, that's some great input to start from. Thanks!!!
  4. Is there anybody who can give me a hint what is the status quo for, e.g. visualize a product in the browser so that any user can turn this object in all directions? There seems to be WebGl, but I wonder whether there is an easy solution with a game engine or something else with SSS effects e.g. and a custom light set up. WebGL looks kind of ugly what I've seen so far. Anybody a clue? Thanks in advance! Cheers Tom
  5. Tree and Foliage Tools

    Cool! Thx!
  6. Tree and Foliage Tools

    Quick questions: Can your tools be altered or are the nodes somehow locked? Cheers Tom
  7. Deal with substeps and gaslinearcombination

    e^Timestep seems to work for me. But you need to specify the multiplicator differently. Instead of using a factor of 1.02, I need to use one of about 1.8, since this will happen 30x within one second (30fps). Need to check what happens if I use 24fps and whether I need to change the multplicator again. Timestep on its own didn't work instantly. Though I used 1.02 as the factor, my values became smaller. 1/Timestep and the results went through the roof, at least with 1.02.
  8. Deal with substeps and gaslinearcombination

    Not sure how to use @TimeInc. Only solution which comes to my mind is to use FIT with the value of viscosity on the beginning of the frame and the end of the frame and use the relative time within the frame to interpolate between those values, but I guess this would require 2 additional attributes on each particle and with 18mil this will be an issue. And the gaslinearcombination wouldn't allow for this kind of coding. I thought there would be something like a global checkboxx which will increment all these values either per each substep or per substep in a fashion that it will be consistent per frame.
  9. I use a gaslinearcombination to multiply the viscosity over time with something like 1.02. Works fine. Problem: it isn't independent from the amount of substeps I use. If I use 1 substep, it will evaluate once per frame. If I use 8 substeps the value increases so much faster since it evaluates 8 times per frame. Since substeps may vary often depending on the resolution and precision, I wolud like to keep the increase of viscosity constant per time, not per evaluation. So, how do I deal with this kind of stuff? I guess changing values in a popvop will suffer from the same problem. Anybody an idea? Cheers Tom
  10. Thanks! Works fine! What I don't understand yet though, is what the difference between HANDLE and an ARRAY is.
  11. I use PC open and PC filter all the time to get the nearest point. But sometimes I want to get the second nearest or third nearest one. Usually I would expect PC filter spits out some array and I just choose the second entry, but I fail to set this up. But probably that's not even the correct way. Since PC open allows me to find several entries I guess they must be present in PC filter. But how to access them? Cheers Tom
  12. Network view snap lines gone

    Snap to visible nodes! There it is! Thanks!
  13. Don't know what has happened, but the node snapping guides are gone. Is there some secret keyboard shortcut I've accidentally pressed once? How do I bring it back and is there still the old grid snapping? Seems the icons have gone for it in H16. Cheers Tom
  14. Surface tension and viscosity

    Well, if you want to melt something in H16 and it turns into a liquid it shouldn't deform before changing from its solid state into a liquid one. The way to do this a.f.a.i.k. is to use high viscosity and then change it to something lower.
  15. Surface tension and viscosity

    Am I the only one who seems to experience flip fluid movement due to surface tension on high viscosity fluids? Viscosity is set to 100.000, object size about 5cm (0.05 units) and tension is set to 1. The details disappear rather quickly and the surface gets smoother. THis shouldn't happen with such a high viscosity. Can I override the surface tension per particle, since the viscosity changes on a per particle basis? H16 here with the new surface tension in the solver. Cheers Tom
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